﻿using GraphProcessor;
using IQIGame.Onigao.Logic;
using UnityEngine;
using UnityEngine.Serialization;

namespace IQIGame.Onigao.GamePlay.Editors
{
    [System.Serializable, NodeMenuItem(SkillEditorConst.SkillEffective + "/" + SkillEditorConst.Package + "/" + SkillEditorConst.SkillDamageTempModify, typeof(SkillEditorGraph))]
    public class EffectivePackageNode_DamageTempModify: EffectivePackageNode_Base
    {

        protected override ESkillEffectiveType actionType => ESkillEffectiveType.DamageTempModify;

        [Input("伤害修正万分比")] public SkillEffectiveAction_ParamNum damageModify;
        [Input("受伤修正万分比")] public SkillEffectiveAction_ParamNum hurtModify;
        
        protected override SkillCustomConfig CreateConfig()
        {
            var rConfig = new SkillEffectiveAction_DamageTempModify_ConfigData()
            {
                damageModify = this.damageModify,
                hurtModify = this.hurtModify,
            };
            return rConfig;
        }
    }
}